#extension GL_OES_EGL_image_external : require

precision mediump float;
varying vec2 textureCoordinate;
uniform samplerExternalOES s_texture;

void main()
{
    vec4 CameraPreviewColor = texture2D( s_texture, textureCoordinate );
    gl_FragColor = vec4(CameraPreviewColor.xy, 0.0, 1.0);
}